| Amar-DM |
The Garrison stationed upriver on the lonely mesa, was in a bad state of morale. Just over two years had passed since Kerrigan was assigned here, and soon he would be commander, as the current commander Rollo Thent was returning to Korvosa, and a well earned retirement. Time had not yet washed the bad taste of ineptitude, debauchery, and massacre from the minds of the men-at-arms and things were getting worse.
Since they had started construction on the freshly completed fortress, things had a way of disappearing. It was bad enough supply lines rarely stretched so far as to provide any comfort to the men, but things just downright disappeared, here one minute gone the next. At first this was attributed to a kind of Shoanti insurgency but soon it was obvious that the only Shoanti within the walls had left the nomadic ways of the tribe behind in favor of civilization. Now suspicions turned inward, with the blood Chelaxian's secretly accusing Varisians among them of selling off the supplies in some Sczarni related schemes. The Garrison stationed upriver on the lonely mesa was in a bad state of morale.
Only one man is in a position to solve the mystery of the disappearing goods and possibly redeem himself in the eyes of the men, and that is YOU. The cellar
Rollo Thent had ordered all supplies moved to 2 store rooms in the cellar of the Keep (#'s 2 and 3 on the map) and a guard stationed outside each door additionally he has had a guard post with 3 men set up in the first cellar room (#1) there is a table, a cot, and 2 chairs along with a fireplace. That was yesterday, this morning it was dicovered even more foodstuffs have disappeared from room #3. The guard on duty was Varisian man named Dravis Puln, who swears he saw and heard nothing all night. It so happens that his brother Ecra Puln was one of the 3 men pulling duty in the guard room (#1) so it would seem blame rests squarely upon the Varisian brothers, who are now sleeping in preparation for another all nighter tonight. Rollo Thent has asked you to determine their guilt in no uncertain terms.
You happen to know just a little more than you let on to Thent. It is well known that there is also a crypt a little farther below of ancient origin and an old well chamber that has a dried up cistern. But an old drinking buddy had previously described these ruins to you (when they were still ruins) and you know that down in the capped off well, lies the entrance to other ancient worm eaten passages that lead you know not where.
| Lord Kerrigan |
Kerrigan enters the basement carrying two large jugs of wine. To the guards he says "Thent has instructed me to investigate this matter thoroughly. I intend to enter that room and investigate at great length. I think I may begin my investigation by interrogating these witnesses," he says waving the wine jugs "Now, do not let anyone enter this room and interupt my interrogation or I may just find you to be the guilty culprits. Understood?"
| Amar-DM |
At Kerrigan's sudden appearance, the guards snap to, and barely have time to splutter a reply before Kerrigan is thru the door jugs and all.
I guess my description was a bit vague, but you can be at the main guard barracks, where the guards of the previous night are sleeping, or fast forwarded to later when they're actually on duty which would be in the cellar. One was at the door of room #3 and the other was with 2 other guards at #1, but if in the cellar, you could take both men to either room or switch the Dravis Puln with another man-at-arms so as to have them both in #1 (and kick the other guy out for your questioning) Savy?
Edit: I reread the post...I get it, he's interrogating witnesses right? It doesn't matter what time of day it is ;)
| Lord Kerrigan |
You happen to know just a little more than you let on to Thent. It is well known that there is also a crypt a little farther below of ancient origin and an old well chamber that has a dried up cistern. But an old drinking buddy had previously described these ruins to you (when they were still ruins) and you know that down in the capped off well, lies the entrance to other ancient worm eaten passages that lead you know not where.
Okay, maybe I should slow down. Do I know where the capped off well is? My intention was to let the men think I was going to be fluffing off the investigation by spending a night drinking heavily in whatever room the capped off well was supposed to be in. Figured Kerrigan would get his reputation as a drunkard to work to his advantage.
| Lord Kerrigan |
Kerrigan enters the basement carrying two large jugs of wine. To the guards he says "Thent has instructed me to investigate this matter thoroughly. I intend to enter that room and investigate at great length. I think I may begin my investigation by interrogating these witnesses," he says waving the wine jugs "Now, do not let anyone enter this room and interupt my interrogation or I may just find you to be the guilty culprits. Understood?"
Kerrigan's voice drips with irony mixed with sarcasm and salted with a dash of self-deprecating humour as he says the above.
| Amar-DM |
give me a couple perception checks say 4 just as index, I realized your plan, as soon as I had already typed the post....and you'd know the well and crypt, that's why I put it on the map. Although you've never actually opened the well. You know they're in an ancient unused corridor down a long dusty cobweb strewn staircase, behind a door off the main cellar.
| Lord Kerrigan |
PERCEPTION (1d20+1=3, 1d20+1=15, 1d20+1=6, 1d20+1=4)
Initiative (1d20+2=7, 1d20+2=7, 1d20+2=16, 1d20+2=4)
No, honestly, he hasn't touched the wine. I can't explain this. ;-)
| Amar-DM |
As you proceed from the guard room the smell of fire changes all but imperceptibly to that of ancient stone, a mixture of mold and nitre and the hallway beyond is but dimly lit by guttering torches spaced down the corridor to either side. Ahead lies a door of hoary woodwork bound in black and befouled metal that appears to have stood thus for at least a few lifetimes of men.
welcome to the temple of electronic dice, please leave any hope in the basket outside the door
| Lord Kerrigan |
Kerrigan, having always preferred the direct approach, attempts to open the door without bothering to check for traps or any of that other 'ooh, look at me, i'm a rogue' type stuff.
Whoops. That should have been posted by Kerrigan. Force of habit.
| Amar-DM |
The door opens surprisingly easily, without a sound to reveal a dusty, dark, cobweb strewn, stone stairway leading down into darkness. The dim torches of the hallway barely cast a feeble ray into the stygian depths and the silence of the place assaults your ears.
Just an overly dramatic way of saying that if you want to go further maybe some light is in order, human.
| Lord Kerrigan |
'Dammit,' thinks Kerrigan, 'I'm a soldier not a dungeoneer! Torches. I should have brought torches.'
Kerrigan sees if he can remove three of the torches from the hallway, using one to mark the entrance in case he gets lost, another to carry, and stamping the other out to use later.
'At least I brought some flint and steel.'
| Amar-DM |
yes, he's able to score the torches, with no incident
The light from the torch reveals a dim stairway extending 20' to a landing, at he other side of which lies another door that appears to be roughly the same age as the first. The eaves are cobwebbed and the dust and grime of at least a century clings to the walls and floor.
| Lord Kerrigan |
| Amar-DM |
It appears that it has. On closer inspection you see that the dust has been disturbed and there are faint tracks of small booted feet, but as they go both ways, there's no way of determining how many creatures may have passed this way. You also note that waht you took to be corrosion on the black metal door-binding is actually some form of foul smelling grease, concentrated around the hinges.
| Amar-DM |
what time of day did Kerrigan enter the cellar? (it all looks the same from down here) I should have determined this before but mmy GM skills are a bit atrophied from lack of use...I'm inclined from your post to believe day, shortly after spaking with Thent and gathering together a few things
The door opens to another ancient stone corridor running east-west. You face south as you pull the door easily open. To the east and left you recall Rydak saying something about a "dusty ol' burial chamber" and to the west and right a " 'ol well an' n'er ta th' bottom o' wi'ch is a 'idden door ta some ancient ways what seem like they might be oldin some loot"
| Lord Kerrigan |
what time of day did Kerrigan enter the cellar? (it all looks the same from down here) I should have determined this before but mmy GM skills are a bit atrophied from lack of use...I'm inclined from your post to believe day, shortly after spaking with Thent and gathering together a few things
The door opens to another ancient stone corridor running east-west. You face south as you pull the door easily open. To the east and left you recall Rydak saying something about a "dusty ol' burial chamber" and to the west and right a " 'ol well an' n'er ta th' bottom o' wi'ch is a 'idden door ta some ancient ways what seem like they might be oldin some loot"
I was thinking afternoon. Unreasonably early to be getting drunk for anyone but a drunkard.
Kerkis moves quickly to the left and east towards what may be a dusty old burial chamber. Since stealth is not his strong point, he will tend to move quickly and decisively.
| Amar-DM |
The sound of his own breath grates on his ears in the cloying silence as he makes his way down the ancient passage, the smell of the burning pitch mingling with with the mildewed stone assaults Kerrigan's nostrils. His torch arm and head break through strands of cobwebs annoyingly as he strides forth. After 30 or so feet he stands before another ancient black iron bound portal.
exciting isn't it? don't worry something is bound to happen soon...after all, face to face, we just played 30 seconds of Prpg. I just like to build up a bit of tension (actually I retrofitted the Tonb of Horrors down here...so have fun :D)
| Lord Kerrigan |
The sound of his own breath grates on his ears in the cloying silence as he makes his way down the ancient passage, the smell of the burning pitch mingling with with the mildewed stone assaults Kerrigan's nostrils. His torch arm and head break through strands of cobwebs annoyingly as he strides forth. After 30 or so feet he stands before another ancient black iron bound portal.
exciting isn't it? don't worry something is bound to happen soon...after all, face to face, we just played 30 seconds of Prpg. I just like to build up a bit of tension (actually I retrofitted the Tonb of Horrors down here...so have fun :D)
Okay. As long as it isn't the Tomb of Horrors 'cause I heard that's a killer. ;-)
Kerkis tries the door. Again, he doesn't bother with stealth preferring speed instead.
| Amar-DM |
The door opens to an old sepulchre, 25(N,S)x30(W,E) along the north and south walls are 6 roughly 5x10 stone vaults. This tomb is old, but your knowledge of ancient Thassilonia tells you that it is relatively recent, most likely Varisian or Shoanti(less likely). You have seen rough sarcophogi like these at various locales in your travels, and nothing particulatly distinguishes these.
The stone tops of the second on the left(N) and the last one on the right(S) are off and debris is scattered around them. Strangely, the better part of both, the largest and most robust pieces of stone, are all piled on the last sarcophagus on the left, which rest in the NE corner.
| Amar-DM |
You look quickly and discover no where to put the torch. You approach (i'm assuming the the northern middle one, as you'd have to pass that to get to the one in the southern corner.) The open vault and lying within is a what's left of a crumbling human-sized skeleton.
I need 2 more perception checks please
| Lord Kerrigan |
You look quickly and discover no where to put the torch. You approach (i'm assuming the the northern middle one, as you'd have to pass that to get to the one in the southern corner.) The open vault and lying within is a what's left of a crumbling human-sized skeleton.
I need 2 more perception checks please
Kerkis, always being one to do things in a straightforward manner, checks the closest one first. He looks at it cursorily, sees the human-sized skeleton -- 'All is as it should be', and moves onto the next.
| Amar-DM |
The sound of moving through the storied grime grates eerily in the gloomy silence. The ceiling is nondiscript stone work. The vault as described is partially full of old remains and random garbage the greater portion of the lid being piled with the other large stones on the vault directly to the north.
| Amar-DM |
exciting huh?...I'm trying to keep the plausibility of there being a secret dungeon down here, if monsters were abundant then the Korvosan soldiers would be all down in the hizzy, yo
You notice that beneath the detritus, the bottom of the vault is covered in wood planking, something you haven't seen used in stone sarcophogi before, and it strikes you as very odd.
| Lord Kerrigan |
exciting huh?...I'm trying to keep the plausibility of there being a secret dungeon down here, if monsters were abundant then the Korvosan soldiers would be all down in the hizzy, yo
You notice that beneath the detritus, the bottom of the vault is covered in wood planking, something you haven't seen used in stone sarcophogi before, and it strikes you as very odd.
This is fine. I'm trying to get to know the man who becomes Lord Kerrigan -- how he acts and reacts. He seems to be a "no way through it but to do it" type of guy. Straightforward and mostly honest but he takes care of numero uno.
Kerrigan examines the planks but something gets in his eye.
| Amar-DM |
He easily knocks the loose boards away from what appears to be a small tunnel leading down into darkness. the entrance is rough as if chipped away from below, and small. Someone man-sized in armor would have to stoop to fit and fast movement looks to be a bit of a problem to the trained eye of a soldier familiar the seige/sapping operations.
| Amar-DM |
Kerrigan drops into the tunnel after his torch, shield arm pulled aside awkwardly and grating against the confines of the tunnel, which runs due east. Garbage from the vault sits on the floor and a clear trail thu the cowebs and dirt leads east. After about 25 ft the Tunnel turns to the south. The tunnel itself is virtually round, and smooth as if some great creature ate, or melted it's way through here, by contrast the hole hacked through to the vault is crude and rough. After the cornerit goes about 10 ft to the south before swooping back east, then south 5 ft then east then south the west, and though disorienting due it's curving nature, it seems you've been swooping back and forth until it turns to the south one last time. You notice the cobwebs starting to get thicker as the tunnel seems to be widening to the south, and they hiss angrily as the torch flickers thru them.
I'll update the map later...this is fairly easy to visualize tho
| Lord Kerrigan |
Kerrigan carries his torch in one hand, his sword in the other and relies on his finely honed instincts to alert him of trouble:Perception (1d20+1=21)
| Lord Kerrigan |
Although the strands of web are thickening, there is still a perceptible trail thru the dust on the "floor" of the tunnel. Up ahead it seems to widen into a small chamber and Kerrigan's keen senses, bring a faint squeaking and verminous chittering from in there.
Synchronicity?
Kerrigan comes in fast, sword drawn.
| Amar-DM |
Yeah I suddenly realized that as I was posting... so I made an on the "fly" adjustment. Won't effect the plotline tho, because you're not wearing plate mail. I had it set up that if you had plate you'd have to doff it to go down that tunnel (nothing freaks adventurers out like taking off your armor to crawl down a claustrophobic passage) plus dragging armor makes lots of noise ;)
The tunnel indeed widens to a small irregular chamber. Strands of web obscure the walls' composition but the floor is ancient worked stone, and the tunnel exit comes out a couple feet off the floor. In the room are 4 large spider corpses, they lie hacked in pulpy pools on the floor their innards forming a sort of a mastic. The source of the chitters and squeaks is also obvious as there are 4 of the largest evil looking rats you have seen, feasting on the arachnid remains. They have as of yet taken no notice of you, intent on their meals.
| Lord Kerrigan |
The map is great.
Kerrigan shifts his sword to his torch hand and throws a throwing axe with the hopes of evening the odds a bit.
Throwing Axe (1d20+5=23, 1d6+3=6)
He then uses his sword to attack the first rat that gets close to him.
I'm making some assumptions (that I won initiative) but feel free to rearranger things.
| Amar-DM |
despite the vaguely sucky indexed init's the rat's was worse..and, actually, you had surprise because of the awesome perc roll
The throwing axe cleaves straight thru one rat's skull sparking off the floor with the force of the blow, and you leap out, easily lopping another in twain. The 2 remaining rats skitter forward as a wave of repulsive stench brokers your nostrils, harmlessly bouncing off your armor with a great gnashing of oversized incisors.
| Lord Kerrigan |
Kerrigan grins and bears it then stabs downward with his sword.
Fortitude, attack, damage (1d20+3=15, 1d20+6=19, 1d8+3=6)
'I've had sharper nips from lovers ... and their mouths were probably just as filthy,' he laughs to himself.
I will be offline for a few days. Back tuesday.